Iacovides, Ioanna orcid.org/0000-0001-9674-8440, Aczel, James, Scanlon, Eileen et al. (2 more authors) (2011) Motivation, engagement and learning through digital games. International Journal of Virtual and Personal Learning Environments. pp. 1-16.
Abstract
Digital games can be powerful learning environments because they encourage active learning and participation within ?affinity groups? (Gee, 2004). However, the use of games in formal educational environments is not always successful (O?Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order to take recent game-related developments into account. Understanding the links between why people play games, what keeps them engaged in this process, and what they learn as a result could have a significant impact on how people value and use games for learning. This paper examines key research that relates to motivation, engagement, and informal learning through digital games, in order to highlight the need for empirical studies which examine the activities that occur in and around everyday gaming practice.
Metadata
Item Type: | Article |
---|---|
Authors/Creators: |
|
Copyright, Publisher and Additional Information: | This paper appears in the International Journal of Virtual and Personal Learning Environments, as cited above. Posted by permission of the publisher. |
Keywords: | computer games,digital games,engagement,game-based learning,gaming capital,informal learning,involvement,motivation,video games |
Dates: |
|
Institution: | The University of York |
Academic Units: | The University of York > Faculty of Sciences (York) > Computer Science (York) |
Depositing User: | Pure (York) |
Date Deposited: | 28 Jun 2018 09:10 |
Last Modified: | 24 Jan 2025 00:08 |
Published Version: | https://doi.org/10.4018/jvple.2011040101 |
Status: | Published |
Refereed: | Yes |
Identification Number: | 10.4018/jvple.2011040101 |
Related URLs: | |
Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:132731 |